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Normal, Tessellation and Subdivision options for any model geometry in Iclone 7 (pic 1), when separately exported in FBX and imported in 3dxchange (or even directly in any 3d software like Unity for example) always resulting in same unique geometry in all three exports. (pic 2). I cant get smooth edges using outside of Iclone/3dxchange, or am I missing something? 76% of original size (was 663x19) - Click to enlarge 76% of original size (was 663x19) - Click to enlarge result in all three exportsThanks for help Board: Gigabyte X299 AORUS Gaming 3 Pro-CF Intel Core i9-7920X 2.90 gigahertz Kraken X62 liquid cooler Samsung SSD 970 EVO 500GB Intel Optane+1.8TBSSD 64 GB RAM NVIDIA GeForce GTX 1080 Ti 11GB LG TV [Monitor] (72.3") 4K, set at 1862x1048, 60Hz (due to Iclone small font) Windows 10 Home (x64), Iclone 7 v.3, 3DXchange pipeline 7 v.3
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raxel_67
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raxel_67
Posted 6 Years Ago
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Use the smooth option inside 3dx7
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Group: Forum Members
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Unfortunately its all the same. The only soft assignment in 3dxchange is the one with the button on the right called "soft mesh assignment" (but assigning just physics soft cloth effect not soft cloth mesh), so the result is the same. The thing is geometry is unchangeable (which is logical) because if you change geometry (level it up), skinning is messed up. It seems that Iclone models geometry is as it is, even using Creator3, you can optimize it (level it down), but that's all, useful for games, but any close shot to the ear or shoulder of the model (which I use for rendering animation scene) is unwanted. Even if you turn off the optimization in the Unity, it doesn't change anything on the subdivisioned model that I exported from Iclone. It stays the same.
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TonyDPrime
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TonyDPrime
Posted 6 Years Ago
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What happens if you use this thing, I don't use Unity, so I don't know, but maybe might help? https://assetstore.unity.com/packages/tools/modeling/catmull-clark-mesh-subdivision-95479
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Group: Forum Members
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Thanks Tony for the info, I will certainly try my best inside the Unity. I was just hoping that subdivision level was exportable, but obviously it is not. So If someone wants to build the complete real-time animated scene on a high visual level, it has to be done inside of Iclone along with the final rendering. Personally I think that Reallusion should be focus entirely on character animation, becoming ultimate animation service for the outside applications and nothing more or less, because forcing rendering and effects, CC3 thing, plugins and so one, it just occupies available space, time and energy in bringing animation process to the higher level. But, thats my opinion, of course.
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